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  1. 1. Applications of Entertainment Technology Among Female Users<br />Kathryn Stevens<br />
  2. 2. Introduction<br />When examining existing research on female utilization of technology, several hypotheses are supported:<br />Females are less likely to participate in academic discourse than males, and are more prone to being interrupted (Bailey and Telford, 243).<br />These same users are more likely to use technology to communicate, particularly through email (Gemmill and Peterson, 280).<br />Those users that are able to communicate via technology rather than in person are more likely than their male counterparts to participate in academic discourse (Hsi and Hoadley, 24).<br />
  3. 3. Female Users Familiarity with Entertainment Technology<br />Although research exists on female gaming culture(or lack thereof) there are gaps.<br />Much of the research concentrates on the hypersexualization of avatars rather than female player experience (Martins, Williams, Harrison, and Ratan, 824).<br />That research that does examine more in depth the female experience of gaming is hindered by a lack of mastery by the researchers when observing (Walkerdine, 524).<br />Lara Croft<br />
  4. 4. Implications of Pedagogy:<br />There is a division in female/male use.<br />The division occurs in specific “masculine/feminine” areas of interest.<br />
  5. 5. Purpose:<br />To examine levels of familiarity and participation in interactive entertainment technology in regard to female users.<br />Are the same conventions observed in academic forums true in more casual entertainment?<br />
  6. 6. Justification for Methodology<br />An anonymous online survey ( was used to gather data.<br />This was done to utilize the encryption function to increase “[the] degree of privacy and confidentiality to research participants” (Banks and Eble, 39).<br />Multiple choice format was used to standardize answers for percentages.<br />
  7. 7. Target Demographic<br />Users with high level of familiarity with technology- Facebook users and paid members of specialized online forums.<br />Both male and female users were polled so that the data may be reasonably compared.<br />
  8. 8. Research Findings:<br />Overall female use is <br />than male male.<br />This is consistent in nearly all areas by at least one full percentage.<br />Less<br />
  9. 9. Communication<br />Female use was described as less than male use in all areas of communication except email.<br />This includes Facebook which has more female participants than male in the US (Su, 1).<br />
  10. 10. Online Communities<br />In the area of online communities, male users scored higher in all areas except one.<br />When referred to ‘online communities’ the example used was<br /> is a community whose main demographic targets female players attracted to cute avatars (Walkerdine, 524)<br />
  11. 11. Male Entertainment Statistics<br />Male users were 14% more likely to use entertainment technology on a frequent basis.<br />However, female and male users all had comparable usage within a single percent except for in two areas.<br />Neopetshad 3% higher female users <br />PC based console games had 5% higher male users.<br />
  12. 12. Contradictions: Communication<br />The results directly contradict the hypothesis that females primarily use the internet as a communication tool.<br />Males consistently scored higher on every aspect of social technology use in every category by at least a full percent.<br />
  13. 13. Analyzing the Results:<br />There is no clear cut division in technology.<br />Rather there is an overall lack of female mastery.<br />This supports the hypothesis that technology is a masculine domain when examining gender roles (Lageson, 14).<br />
  14. 14. Researcher’s Conclusions<br />The difficulty for female users to identify with technological entertainment that exemplifies "contemporary masculinity” (Walkerdine, 519) contributes to lack of mastery.<br />It is, the, the venue of mastery that may alter the perception of male or female users. <br />The role of female users and technology will not expand without an expansion of available entertainment technology venues.<br />
  15. 15. Bibliography<br />Bailey, Jane and Adrienne Telford. "What's So ‘Cyber’ about It?: Reflections on Cyberfeminism's Contribution to Legal Studies."Canadian Journal of Women & the Law: 2007, Vol. 19 Issue 2: p243-271, 29p<br />Gemmill, Erin and Michael Peterson. “Technology Use Among College Students: Implications for Student Affairs Professionals.” 280-300. Napsa Journal, 2006, Vol 42 No. 2 <br />Lagesen, Vivian. "A Cyberfeminist Utopia? Perceptions of Gender and Computer Science among Malaysian Women Computer Science Students and Faculty." Science, Technology, & Human Values. January 01, 2008 Vol. 33: 5-24. <br />
  16. 16. Bibliography (cont…)<br />Martins, Nicole and Dmitri Williams and Kiristen Harrison and RabindraRatan. “A Content Analysis of Female Body Imagery in Video Games.” Sex Roles Dec 2009, Vol. 61 Issue 11/12, p824-836.<br />Su, Susan. “Who’s Using FacebookAround the World? The Demographics of Facebook’s Top 15 Country Markets.” June 8, 2010.<br />Walkerdine, Valerie. “Young Girls Performing Femininity in Video Game Play.” Feminist Media Studies: December 2006 Vol 6 Issue 4 pg 519-537.<br />